//**************************************************************************** // ** // Confidential - (C) Activision Publishing, Inc. 2010 ** // ** //**************************************************************************** // ** // Module: FX Support ** // ** // Created: DATE - CREATOR ** // ** //**************************************************************************** #include maps\_utility; #include maps\_lights; #include common_scripts\utility; #include common_scripts\_nx_fx; main() { if ( !getdvarint( "r_reflectionProbeGenerate" ) ) maps\createfx\nx_hospital_fx::main(); fx_init_flags(); //level._pipe_fx_time = 5; // Flashlight level._effect[ "flashlight" ] = LoadFX( "nx/misc/nx_flashlight_spotlight" ); level._effect[ "silencer_flash" ] = LoadFX( "muzzleflashes/m4m203_silencer" ); level._effect[ "offensive_grenade_window" ] = LoadFX( "nx/explosions/nx_concussion_grenade_window" ); level._effect[ "offensive_grenade_door" ] = LoadFX( "nx/explosions/nx_concussion_grenade_door" ); level._effect[ "offensive_grenade_indoor_explosion" ] = LoadFX( "nx/explosions/nx_concussion_grenade" ); level._effect[ "nx_concussion_grenade_gibs" ] = LoadFX( "nx/impacts/nx_concussion_grenade_gibs" ); //ambient fx level._effect[ "nx_godray_ss_slats" ] = LoadFX( "nx/misc/nx_godray_ss_slats" ); level._effect[ "nx_dust_mote_80" ] = loadfx( "nx/dust/nx_dust_mote_80_small" ); level._effect[ "nx_dust_spiral_runner_mp" ] = loadfx( "nx/dust/nx_dust_spiral_runner_mp" ); level._effect[ "nx_dust_wind_canyon_mp" ] = loadfx( "nx/dust/nx_dust_wind_canyon_mp" ); level._effect[ "nx_godray_150_soft" ] = loadfx( "nx/misc/nx_godray_150_soft" ); level._effect[ "nx_godray_225_soft" ] = loadfx( "nx/misc/nx_godray_225_soft" ); level._effect[ "nx_godray_75_soft" ] = loadfx( "nx/misc/nx_godray_75_soft" ); level._effect[ "nx_hawks_mp" ] = loadfx( "nx/misc/nx_hawks_mp" ); level._effect[ "amb_smoke_blend" ] = loadfx( "smoke/amb_smoke_blend" ); level._effect[ "nx_trash_runner_1024" ] = loadfx( "nx/misc/nx_trash_runner_1024" ); level._effect[ "nx_sparks_falling_runner" ] = loadfx( "nx/explosions/nx_sparks_falling_runner" ); level._effect[ "trash_spiral_runner" ] = loadfx( "misc/trash_spiral_runner" ); level._effect[ "paper_blowing_trash" ] = loadfx( "misc/paper_blowing_trash" ); level._effect[ "room_smoke_400" ] = loadfx( "nx/smoke/nx_room_smoke_400" ); level._effect[ "drips_fast" ] = loadfx( "misc/drips_fast" ); //propane explosion fx level._effect[ "nx_building01_missilehit_windows_small" ] = loadfx( "nx/explosions/nx_building01_missilehit_windows_small" ); level._effect[ "nx_fire_wall_flat_01" ] = loadfx( "nx/fire/nx_fire_wall_flat_01" ); level._effect[ "nx_fire_wall_flat_02" ] = loadfx( "nx/fire/nx_fire_wall_flat_02" ); level._effect[ "nx_fire_tree_small_01_short" ] = loadfx( "nx/fire/nx_fire_tree_small_01_short" ); level._effect[ "nx_fire_tree_small_01" ] = loadfx( "nx/fire/nx_fire_tree_small_01" ); level._effect[ "nx_fire_tree_medium_01" ] = loadfx( "nx/fire/nx_fire_tree_medium_01" ); level._effect[ "nx_fire_wall_small_01_short" ] = loadfx( "nx/fire/nx_fire_wall_small_01_short" ); level._effect[ "powerline_runner_cheap" ] = loadfx( "explosions/powerline_runner_cheap" ); level._effect[ "ceiling_dust_default" ] = loadfx( "dust/ceiling_dust_default" ); // Spotlight level._effect[ "light_blowout" ] = loadfx( "misc/light_blowout_large_radial" ); level._effect[ "generator_blink" ] = loadfx( "misc/aircraft_light_red_blink" ); //wall chunk fx level._effect[ "nx_impact_plaster_hospital" ] = loadfx( "nx/impacts/nx_impact_plaster_hospital" ); //assasination blood level._effect[ "nx_flesh_hospital_bed" ] = loadfx( "nx/impacts/nx_flesh_hospital_bed" ); fx_vision_fog_init(); } //******************************************************************* // * // * //******************************************************************* outro_blood_fx( vignette_outro_opfor ) { wait 22.3; //iPrintLnBold("blood 1"); PlayFXOnTag( level._effect[ "nx_flesh_hospital_bed" ], vignette_outro_opfor, "tag_inhand"); wait .85; PlayFXOnTag( level._effect[ "nx_flesh_hospital_bed" ], vignette_outro_opfor, "tag_inhand"); } fx_init_flags() { // flags you're using need to be initialized flag_init( "first_floor_room_enter"); flag_init( "first_floor_room_leave"); flag_init( "vf_enter_construction"); flag_init( "vf_enter_corridor"); flag_init( "vf_corridor_flare_none" ); flag_init( "vf_corridor_flare_1" ); flag_init( "vf_corridor_flare_2" ); flag_init( "lobby_light_destroyed" ); flag_init( "hallway_light_destroyed" ); //flag_init( "" ); } fx_vision_fog_init() { //fx_init_flags(); thread trigger_vf_default(); thread trigger_vf_first_floor(); //thread trigger_vf_first_floor_room(); //thread trigger_vf_second_floor(); thread trigger_vf_construction(); //thread trigger_vf_atrium(); thread trigger_vf_enter_corridor(); thread trigger_vf_corridor_flare_1(); thread trigger_vf_corridor_flare_2(); thread trigger_vf_corridor_flare_none(); } // set the vision and fog settings for base alpha set_default_vision_and_fog(transition_time) { VisionSetNaked("nx_hospital", transition_time); //setExpFog (, , , , ,, , , , , , ,, ); //setExpFog( 0, 12095, 0.4941176, 0.5686275, 0.572549, 0.05416667, transition_time, 0.5667667, 0, 0.5921569, 0.4941176, 0.4078431, 0.4823529, 0.5019608, 0.5176471 ); } set_first_floor_vision_and_fog(transition_time) { VisionSetNaked("nx_hospital_first_floor", transition_time); //setExpFog( 0, 12095, 0.4941176, 0.5686275, 0.572549, 0.05416667, transition_time, 0.5667667, 0, 0.5921569, 0.4941176, 0.4078431, 0.4823529, 0.5019608, 0.5176471 ); } set_second_floor_vision_and_fog(transition_time) { VisionSetNaked("nx_hospital", transition_time); //setExpFog( 0, 12095, 0.4941176, 0.5686275, 0.572549, 0.05416667, transition_time, 0.5667667, 0, 0.5921569, 0.4941176, 0.4078431, 0.4823529, 0.5019608, 0.5176471 ); } set_construction_vision_and_fog(transition_time) { VisionSetNaked("nx_hospital_construction", transition_time); //setExpFog( 0, 12095, 0.4941176, 0.5686275, 0.572549, 0.05416667, transition_time, 0.5667667, 0, 0.5921569, 0.4941176, 0.4078431, 0.4823529, 0.5019608, 0.5176471 ); } set_atrium_vision_and_fog(transition_time) { VisionSetNaked("nx_hospital_atrium", transition_time); //setExpFog( 0, 12095, 0.4941176, 0.5686275, 0.572549, 0.05416667, transition_time, 0.5667667, 0, 0.5921569, 0.4941176, 0.4078431, 0.4823529, 0.5019608, 0.5176471 ); } set_enter_corridor_vision_and_fog(transition_time) { VisionSetNaked("nx_hospital_enter_corridor", transition_time); //setExpFog( 0, 12095, 0.4941176, 0.5686275, 0.572549, 0.05416667, transition_time, 0.5667667, 0, 0.5921569, 0.4941176, 0.4078431, 0.4823529, 0.5019608, 0.5176471 ); } set_corridor_vision_and_fog(transition_time) { //VisionSetNaked("nx_hospital", transition_time); VisionSetNaked("nx_hospital_corridor", transition_time); VisionSetSun("nx_hospital_corridor", transition_time); //setExpFog( 0, 12095, 0.4941176, 0.5686275, 0.572549, 0.05416667, transition_time, 0.5667667, 0, 0.5921569, 0.4941176, 0.4078431, 0.4823529, 0.5019608, 0.5176471 ); } set_corridor_flare_1_vision_and_fog(transition_time) { VisionSetNaked("nx_hospital_corridor", transition_time); //VisionSetSun(vision_set_name, . . VisionSetSun("nx_hospital_corridor_flare", transition_time, 0.5, 20, 40, (-0.99, 0.06, 0.053)); //setExpFog( 0, 12095, 0.4941176, 0.5686275, 0.572549, 0.05416667, transition_time, 0.5667667, 0, 0.5921569, 0.4941176, 0.4078431, 0.4823529, 0.5019608, 0.5176471 ); } set_corridor_flare_2_vision_and_fog(transition_time) { VisionSetNaked("nx_hospital_corridor", transition_time); VisionSetSun("nx_hospital_corridor_flare", transition_time, 1, 20, 40, (-0.075, -0.996, 0.049)); //setExpFog( 0, 12095, 0.4941176, 0.5686275, 0.572549, 0.05416667, transition_time, 0.5667667, 0, 0.5921569, 0.4941176, 0.4078431, 0.4823529, 0.5019608, 0.5176471 ); } set_vision_and_fog(area, transition_time) { //iPrintLnBold("Change vision and fog - " + area); switch ( area ) { case "first_floor": set_first_floor_vision_and_fog(transition_time); break; case "second_floor": set_second_floor_vision_and_fog(transition_time); break; case "construction": set_construction_vision_and_fog(transition_time); break; case "atrium": set_atrium_vision_and_fog(transition_time); break; case "enter_corridor": set_enter_corridor_vision_and_fog(transition_time); break; case "corridor": set_corridor_vision_and_fog(transition_time); break; case "corridor_flare_1": set_corridor_flare_1_vision_and_fog(transition_time); break; case "corridor_flare_2": set_corridor_flare_2_vision_and_fog(transition_time); break; case "default": set_default_vision_and_fog(transition_time); break; default: set_default_vision_and_fog(transition_time); } } trigger_vf_default() { //flag_wait( "chopper_ride_bridge_intro" ); //set_vision_and_fog("default", 0); } trigger_vf_first_floor() { //flag_wait( "chopper_path_entering_base_alpha" ); set_vision_and_fog("first_floor", 5.0); } trigger_vf_first_floor_room() { //flag_wait( "chopper_path_entering_base_alpha" ); //set_vision_and_fog("first_floor", 5.0); } trigger_vf_second_floor() { //flag_wait( "music_chk_bridge" ); //wait 7; //set_vision_and_fog("second_floor", 7); } trigger_vf_construction() { flag_wait( "vf_enter_construction" ); //set_vision_and_fog("construction", 0.05); wait 1; set_vision_and_fog("atrium", 3.0); } trigger_vf_atrium() { //flag_wait( "crash_section_transition" ); //set_vision_and_fog("atrium", 3.0); } trigger_vf_enter_corridor() { flag_wait( "vf_enter_corridor"); set_vision_and_fog("enter_corridor", 4); wait 2; set_vision_and_fog("corridor", 3); } trigger_vf_corridor_flare_1() { flag_wait( "vf_corridor_flare_1"); set_vision_and_fog("corridor_flare_1", 1.5); flag_wait( "lobby_light_destroyed"); set_vision_and_fog("corridor", 0.25); } trigger_vf_corridor_flare_2() { flag_wait( "vf_corridor_flare_2"); set_vision_and_fog("corridor_flare_2", 1.5); flag_wait( "hallway_light_destroyed"); set_vision_and_fog("corridor", 0.25); } trigger_vf_corridor_flare_none() { flag_wait( "vf_corridor_flare_none"); //set_vision_and_fog("corridor_flare_none", 0); set_vision_and_fog("corridor", 2); }